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Copy file name to clipboardexpand all lines: Documentation/Contributing/DocumentationGuide.md
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@@ -113,7 +113,7 @@ General rule of thumb: Try to **sound professional**. That usually means to avoi
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* Use **Sentence case for headlines**. Ie. capitalize the first letter and names, but nothing else.
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* Use regular English for everything else. That means **do not capitalize arbitrary words**, even if they hold a special meaning in that context. Prefer *italic text* for highlighting certain words, [see below](#emphasis-and-highlighting).
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* When a link is embedded in a sentence (which is the preferred method), the standard chapter name always uses capital letters, thus breaking the rule of no arbitrary capitalization inside text. Therefore use a custom link name to fix the capitalization. As an example, here is a link to the [bounding box](../README_BoundingBox.md) documentation.
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* When a link is embedded in a sentence (which is the preferred method), the standard chapter name always uses capital letters, thus breaking the rule of no arbitrary capitalization inside text. Therefore use a custom link name to fix the capitalization. As an example, here is a link to the [bounds control](../README_BoundsControl.md) documentation.
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* Do capitalize names, such as *Unity*.
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* Do NOT capitalize "editor" when writing *Unity editor*.
App bar is a UI component that is used together with the [bounding box](README_BoundingBox.md) script. It adds button controls to an object with the intent to manipulate it. Using the 'Adjust' button, the bounding box interface for an object can be de- / activated. The "Remove" button should remove the object from the scene.
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App bar is a UI component that is used together with the [bounds control](README_BoundsControl.md) script. It adds button controls to an object with the intent to manipulate it. Using the 'Adjust' button, the bounds control interface for an object can be de- / activated. The "Remove" button should remove the object from the scene.
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## How to use app bar
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Drag and drop `AppBar` (Assets/MRTK/SDK/Features/UX/Prefabs/AppBar/AppBar.prefab) into the scene hierarchy. In the inspector panel of the component, assign any object with a bounding box as the *Target Bounding Box* to add the app bar to it.
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Drag and drop `AppBar` (Assets/MRTK/SDK/Features/UX/Prefabs/AppBar/AppBar.prefab) into the scene hierarchy. In the inspector panel of the component, assign any object with a bounds control as the *Target Bounding Box* to add the app bar to it.
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**Important:** The bounding box activation option for the target object should be 'Activate Manually'.
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**Important:** The bounds control activation option for the target object should be 'Activate Manually'.
Copy file name to clipboardexpand all lines: Documentation/README_ManipulationHandler.md
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**Maintain original rotation*: Does not rotate object as it is being moved
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**Maintain rotation to user*: Maintains the object's original rotation for X/Y axis to the user
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**Gravity aligned maintain rotation to user*: Maintains object's original rotation to user, but makes the object vertical. Useful for bounding boxes.
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**Gravity aligned maintain rotation to user*: Maintains object's original rotation to user, but makes the object vertical. Useful for objects with a bounds control.
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**Face user*: Ensures object always faces the user. Useful for slates/panels.
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**Face away from user*: Ensures object always faces away from user. Useful for slates/panels that are configured backwards.
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**Rotate about object center*: Only works for articulated hands/controllers. Rotate object using rotation of the hand/controller, but about the object center point. Useful for inspecting at a distance.
A slate control contains a bounding box script for scaling and rotating. For more information on bounding box, please see the [Bounding box](README_BoundingBox.md) page.
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A slate control contains a bounds control script for scaling and rotating. For more information on bounds control, please see the [bounds control](README_BoundsControl.md) page.
Copy file name to clipboardexpand all lines: Documentation/README_Toolbox.md
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# Toolbox UI
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The MRTK Toolbox is a Unity editor window utility that makes it easy to discover and spawn MRTK UX prefab components into the current scene. Items can be filtered in view by using the search bar at the top of the window. The toolbox window is designed to spawn MRTK out-of-box prefabs into the current scene. There are additional "UX" components that can be added as script components such as the [Bounding Box](README_BoundingBox.md) or [Manipulation Handler](README_ManipulationHandler.md) controls.
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The MRTK Toolbox is a Unity editor window utility that makes it easy to discover and spawn MRTK UX prefab components into the current scene. Items can be filtered in view by using the search bar at the top of the window. The toolbox window is designed to spawn MRTK out-of-box prefabs into the current scene. There are additional "UX" components that can be added as script components such as the [bounds control](README_BoundsControl.md) or [object manipulator](README_ObjectManipulator.md) controls.
| A button control which supports various input methods, including HoloLens 2's articulated hand | Standard UI for manipulating objects in 3D space | Script for manipulating objects with one or two hands |
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|[](Documentation/README_Sliders.md)[Slider](Documentation/README_Sliders.md)|[](Documentation/README_MRTKStandardShader.md)[MRTK Standard Shader](Documentation/README_MRTKStandardShader.md)|[](Documentation/README_HandMenu.md)[Hand Menu](Documentation/README_HandMenu.md)|
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| Slider UI for adjusting values supporting direct hand tracking interaction | MRTK's Standard shader supports various Fluent design elements with performance | Hand-locked UI for quick access, using the Hand Constraint Solver |
| UI for Bounding Box's manual activation | Learn about various types of pointers | Visual affordance on the fingertip which improves the confidence for the direct interaction |
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| UI for Bounds Control's manual activation | Learn about various types of pointers | Visual affordance on the fingertip which improves the confidence for the direct interaction |
| Floating menu UI for the near interactions | Make your holographic objects interact with the physical environments | Scripts and examples for integrating speech input |
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